Guided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital Games

by Pedro A Nogueira, Rui A Rodrigues, Eugénio C Oliveira, Lennart E Nacke
Abstract:
Designing adaptive games for individual emotional experi- ences is a tricky task, especially when detecting a player’s emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamen- tal relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Mod- els (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide in- formation on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player’s emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components in- volved in regulating players’ affective experience. We ex- pect our technique will allow game designers to focus on defining high-level rules for generating gameplay experi- ences instead of having to create and test different content for each player type.
Reference:
Guided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital Games (Pedro A Nogueira, Rui A Rodrigues, Eugénio C Oliveira, Lennart E Nacke), In Proceedings of AIIDE 2009, 2013.
Bibtex Entry:
@inproceedings{nogueira2013guided,
abstract = {Designing adaptive games for individual emotional experi- ences is a tricky task, especially when detecting a player’s emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamen- tal relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Mod- els (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide in- formation on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player’s emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components in- volved in regulating players’ affective experience. We ex- pect our technique will allow game designers to focus on defining high-level rules for generating gameplay experi- ences instead of having to create and test different content for each player type.},
address = {Palo Alto, CA, United States},
author = {Nogueira, Pedro A and Rodrigues, Rui A and Oliveira, Eug'{e}nio C and Nacke, Lennart E},
booktitle = {Proceedings of AIIDE 2009},
pages = {51--57},
title = {{Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games}},
url = {http://www.aaai.org/ocs/index.php/AIIDE/AIIDE13/paper/viewFile/7367/7588},
year = {2013}
}

Standard